NOTE: For access to the most up-to-date version of SoGE for Rebellion, please follow these instructions.
Sins of a Galactic Empire (SoGE) 4.10.0 release for Sins of a Solar Empire: Rebellion 1.82+A Star Wars total conversion mod for Sins of a Solar Empire08-09-2015For a full change log see: http://www.moddb.com/mods/sins-of-a-galactic-empire/news/soge-4100-release-notesINSTALLATION=============================================The whole mod is around 2.2 GB in size, when extractedExtract the contents of the zip file to your sins mod directory Example for windows XP C:\Documents\\My Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.XExample for Vista/Win 7/Win 8 C:\Users\\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.XNext, before installing the mod proper, one must enable the Large Address Flag on Sins' exe. This is is required for SoGE to work, or else it will not function correctly. This will not interfere with your ability play with other people (i.e. a person without an LAA exe can play with someone who has an LAA exe), nor does it break any rules set out by Stardock or Steam.Step by step instructions:1) Open "Large Address Aware.exe".2) Select "Sins of a Solar Empire Rebellion.exe" to modify (click on the "..." button to browse). It can be found in the following folder:...\Steam\steamapps\common\Sins of a Solar Empire Rebellion3) Check the box specifying that you want to make the game large address aware.4) Click on save to save the changes.Full credit for this program goes to FordGT90Concept of http://www.techpowerup.com/forums/threads/large-address-aware.112556/(See here for a more detailed walkthrough: https://www.youtube.com/watch?v=0hquH8iZXik or: https://forums.sinsofasolarempire.com/381382/page/1/ )To activate the mod, open the EnabledMods.txt file present in the previously mentioned folder and edit the file like so (this can be copy-pasted in):TXTVersion 0enabledModNameCount 1enabledModName "SoGE 4.10.0"The blank line must be present in order for the game to read the EnabledMods.txt file correctly.An editted version of EnabledMods.txt has been provided with the mod; these instructions are here in the event that the provided file is lost.The mod should be working fine if the only races you can select are Star Wars races. If this is not the case you have not properly installed the mod in your mods folder.DO NOT ATTEMPT TO USE THE INGAME MODS OPTION PAGE TO ENABLE THE MOD, THIS OFTEN RESULTS IN A CRASH AND IS KNOWN TO CAUSE INSTABILITY.ADDON INSTALLATION=============================================SoGE also has several addons available for it, which introduce various changes to the mod. Included in the main download is the "Squad Size Reduction" addon, which condenses all fighter squadrons into having a single super fighter and edits anti-fighter abilities to reflect that change. This addon was created primarily to reduce lag, for both singleplayer and multiplayer matches. To install an addon, one must once again edit EnabledMods.txt, and place the addon above the main mod in the list like so:TXTVersion 0enabledModNameCount 2enabledModName "SoGE Addon - Squad Size Reduction"enabledModName "SoGE 4.10.0"TEAM=============================================Lavo (Ship stats, abilities, tech tree work, rigging, interface icons)Warb_Null (Models, textures)Maxloef (Models, textures, particles, sounds, skyboxes)starkiller623 (Maps)Service_Disconnect (Interface icons)Wawac (Interface icons)mmeier1986 (Error/bug fixing)Chimaera (Ship stats)Many many beta testers, many who didn't do a thing, thanks to those that give us valuable feedback!INACTIVE STAFF=============================================Evillejedi (Models, textures, ship stats)NovaCameron (Planets; models, textures, and stats)Psychoak (Abilities and tons of debugging [1.0E would have taken another year without his help])Ludo Kreesh (SW Music, UI, interface icons)Zoommooz (Tech tree additions/editting)Evaders (Swrebellion.com Web support and general debugging)sloosecannon (Coding, general debugging)Ozwolf (Interface icons)Pedro (SW Music)CREDITS=============================================GoaFan77 (Modeling, texture, and ability assistance, mainview icons, and other insight)Burntstrobe (All planet textures in the mod, save for the Acid, Rusty, and Gas Giant planets)myfist0 (Modeling and texture assistance and other insight)RC-1290 'Dreadnaught' (Shield impact shader, bloom/star shaders)Snowba11 (Most of the premade maps)Mick666 (Re-scaling of most premade maps, creating and contributing to the SoGE wiki)Arvis Taljik (Praetor, Malevolence, and other, textures)NomeMD (Sentinel model and icons)Republic at War team (Rusty planet's original texture)ERock72 (Providence hanger shield particle)Nomada_Firefox (Created the Endurance's mesh from EJ's Nebula SD)the50first (Getting IA2/RaW's Malevolence's textures to work in SoGE)KrdaxDrkrun (A number of particles in this mod originate from his mod TotalEffects)axeldude (Planet.fx)Egosoft (Skybox textures)Cole_Protocol (Assault Frigate Mk.II's cloaking particle)ZombiesRus5, harpo99999, soviet.belldandy (Various tools and code repositories which helped speed things up alot)Valpheus (Experimental Exhaust Colour Mod; removing team colors from exhaust)MrPhildevil (Interface icons)husker98 (A few maps built off of Snowba11's large galaxy map)Drone04 (Mon Calamari Heavy Carrier, Rejuvinator's original concept art)AdamKop (Rothana Battleship's original render)Valpheus (Vasari Deep Voice mod)dolynick, Uzii (dolynick's Galaxy Mod was integrated at one point in time, some remnants are still around)Probably some other people we are missing, thanks.CONTACT=============================================Forum http://www.moddb.com/mods/sins-of-a-galactic-empire/forumModdb page http://www.moddb.com/mods/sins-of-a-galactic-empireNexusMods page http://www.nexusmods.com/sinsofasolarempire/mods/5/Steam community page http://steamcommunity.com/groups/soageSins forum https://forums.sinsofasolarempire.com/411648Wiki http://sins-of-a-galactic-empire.wikia.comIRC #SoGE @ irc.coldfront.netCOMPATIBILITY=============================================Sins of a Solar Empire: Rebellion 1.82+
Download Links=============================================
NexusMods
The mod is pretty stable, look at the FAQ section in the OP regarding this crash to desktop issue; there's a 99% chance it's a problem on your end.
Great mod i'm enjoying it loads thanks for all your hard work. I was just wondering though is there a smaller version of the star wars galaxy map that i can play on. Its a great map with loads of choke points that i really like its just 555 planets is a bit bloody big and its going to take around a month to complete a game at this rate with the slow down I'm getting late game.
In case you need them
System specs
Windows 7 64 bit
Intel Core i7 3770K
GIGABYTE GA-Z77-DS3H MOTHERBOARD
BALLISTIX SPORT 8GB
OCZ 240GB Agility 3 2.5" SATA-III SSD
Hitachi 1TB Deskstar 3.5" SATA-III Hard Drive - 7200RPM 32MB Cache
Gainward GTX 260 GLS vid card
Sins has been made LAA and all mods are active even though I'm not using CIS, Republic and Alliance.
I'm playing with 2 empire (me being 1), 2 new republic, 2 vong and I'm running large fleets but with a little tweek that doubles supply. The game runs fine just slow which is a pain in the arse with such a large map that's why i would like a smaller version (300+ planets) of the star wars galaxy map if possible (if you have one stashed away somewhere I'm not expecting you to make one).
I've also got a couple of questions to about the ships for the Empire.
Firstly whats the difference between tie fighters and interceptors. Are fighters quicker to produce and more of a general all rounder ship while interceptors take longer to produce but are more of an anti air craft ship ?
I'm just asking as i keep coming up against Vong fleets with 600+ fighters and gunships and i'm trying to suss out the best way of dealing with their aircraft as they can be overwhelming at times (good challenge).
Also is the modified dreadnought cap ship for the empire an actual fighting ship or is it more of an anti building ship ?
Hmm what i mean is will it use all its guns all the time to kill other ships or is it one of those were it only uses its weaker weapons to fight other ships and the big main weapon is only fired at structure (hard to explain sorry).
One last thing about the broadsword cap ships I'm not sure what its for or if its worth trying to get it up to high levels as its a bit weak. So could you give me some pointers on what i should use this ship for as I'm not to sure.
This is not a good idea. If you're not using some factions; do disable them, it's better for Sins.
I know Snowba11 (the creator of that map) does plan to make some smaller versions of it. When however, I have no idea.
The TIE Interceptor is simply better than the TIE Fighter in every way; once you research advanced fighters you may as well not bother with the old TIE Fighter.
May I suggest building some Lancers? Those frigates are dedicated anti-fighter ships, and unleash a lot of pain onto enemy fighter fleets.
It, like many other ships, is an all-rounder that can attack both ships and structures effectively. It also has some short ranged point-defense anti-fighter weaponry; enough to say take on a squadron or maybe two, but not multitudes of bombers.
There isn't much need to get the Broadside up to higher levels. In truth, only the special capital ships, i.e. ones with abilities that can be leveled up, truly need to be leveled. It's nice for other ships to be leveled, but it isn't crucial. The Broadside is really good for focusing fire on single targets, dealing with fighters, and most notably, dealing with structures via it's Siege Torpedoes ability which out-ranges all structures. Having a small number of these to deal with star bases and turrets can be very useful. The ship is a multi-purpose one, though admittedly it takes some micromanagement to use effectively.
Thanks for the reply it much appreciated. Hmm could you suggest a downloadable map that would be fun to play then. Preferably a very big map with lots of resources and choke points if you know of one like that (lol not crazy 555 planet big but maybe 50+% size).
All of the large/huge random maps fit that bill. Premade maps? Look into some of the premade maps in the "medium" section.
Thanks I'll have a look at them now
After playing the entrenchment mod for so long I made a grievous error. I sent 2 Tectors into a system going MUHAHAH there are only 17 ships, this will be a snap! It's only 5 dreadnaughts... wait... why are my tectors blowing up. CAPITAL SHIPS?
I guess it pays to look at stuff before you rush into it.
btw, I've loved this mod since I first started messing around with it. Thank you all for your hard work! Can't wait for this to get even better.
Tectors are, excluding fighters, the capital ships with the most firepower in the game. Though, even then, they can be taken out by a large enemy fleet when sent in alone.
Once exams end tomorrow, I'm going to look into getting a small emergency hotfix out for the supercap spawning bug.
I meant that I didn't realize that Dreadnaughts were now cap ships.
Fair enough, though in truth, whether they'd be frigates or capital ships doesn't change much; they'd still have more firepower amongst the 5 of them than 2 Tectors.
Hey guys I am really excited to play this but I need some help. I have rebellion v 1.104 something and I downloaded the version r961 which on ModDB you guys say works for 1.1 I installed it per directions and made sure it was all correct. They even showed up enabled in the mod options page enabled and everything but when I go to play they are the normal Sins races. Anybody have suggestions on what I should do?
What is your checksum? If it's zero, you have an extra folder somewhere that's preventing the game from finding them.
Sorry in advance for the doublepost but sidenote that may be helpful above:
the folders still have r955 and not r961 but the readme has r961 on it.
checksum is 152435
Try running just the CORE folder, edit EnabledMods.txt before launching sins, and see if that works. If not, then re-extract R955 and then R961 over it and try running just CORE again. If that still doesn't work, re-download R955. Your checksum is rather odd; odds are you will have to re-download the mod.
We've put out a small hotfix today; it addresses the supercap spawning bug for all factions, the (research/ability spawned) Liberator crash bug, the CIS Sensor Scramble bugs, adds in vanilla Sins' skyboxes (now SoGE's deep space skyboxes), tweaked the game options (ex. income speeds, ship speeds), adds in a series of new random maps, the "Quick" series, which are tailored to allow for faster matches, tweaks mines' AoE damage, and improves mine clearing abilities; mine sweepers will now kill mines versus just make them vulnerable to fire.
Availability depends on whenever moddb approves it.
Hi i was wondering if someone could tell me how i go about getting this mod to work with galaxy forge so the soge planets/units show up when i try and make a map.
Make a copy of your Galaxy Forge folder, then copy over SoGE's GalaxyScenarioDef.galaxyScenarioDef file to the folder.
I must do doing something wrong as galaxy forge 3 keeps crashing when i open it.
Make sure you use the Galaxy Forge that comes with Rebellion, not the one you download.
Thanks ive got it working now
Glad to hear it.
Can you give alternative download links?
Filefront (which ModDB uses) forbid some countries to download files recently. Thus, it gives me 'Forbidden 403'.
With moddb it is possible for a person to choose which server to download from, by adding /all to the download url.
R955: http://www.moddb.com/downloads/start/47447/allR961: http://www.moddb.com/downloads/start/47991/allHotfix: http://www.moddb.com/downloads/start/49192/all
OK so i have tried redownloading, adjusting the start up to only the CORE text, etc and over and over again my Sins crashes before starting up with the mod enabled. I even used a ramclearing program to reduce external baggage and free more memory up. None of this worked. Can somebody help?
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